Andriod 2048游戏实验教程
1.建立项目
#项目首先我们需要在 开发软件中先建立一个新项目(这里我就先把值设为默认,是否需要更改,自行决定)
代码编辑
内容如下:
a.小方块的代码实现,(主要在onDraw方法内进行实现)
package com.example.franclyn.testhelloworld;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.view.View;
/**
* Created by franclyn on 2018/3/4.
*/
public class Item_2048 extends View {
static String[] color = { "#CCC0B3", "#EEE4DA", "#EDE0C8", "#F2B179", "#F49563",
"#F5794D", "#F55D37", "#EEE863", "#EDB04D", "#ECB04D", "#EB9437",
"#EA7821", "#EA7821"};
private Rect rect; //记录自己在layout中的位置
private float y, x; //用于描绘数字的参数
private int num = 0; //方块记录的数字
private int textSize = 45; //描绘数字大小的参数
private String mText = null; //显示的数字
private int textColor, bgColor;
private Paint mPaint = null;
public Item_2048(Context context) {
super(context);
this.mPaint = new Paint();
}
public int getNum() {
return num;
}
public Rect getRect() {
return rect;
}
public int getTextSize() {
return textSize;
}
public void setTextSize(int textSize) {
this.textSize = textSize;
}
public void setNum(int num) {
this.num = num;
}
public void setRect(Rect rect) {
this.rect = rect;
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if(num == 0) {
bgColor = Color.parseColor(color[0]);
}else {
for(int i = 1; i <= 13; i++) {
if((int)(Math.pow(2, i)) == num)
bgColor = Color.parseColor(color[i]);
}
}
mPaint.setColor(bgColor);
canvas.drawRect(rect, mPaint);
textSize = rect.height() / 2;
mPaint.setTextSize(textSize);
mPaint.setColor(Color.parseColor(color[0]));
x = rect.left + (rect.width() - mPaint.measureText(num + "")) / 2 ;
Paint.FontMetrics fontMetrics = mPaint.getFontMetrics();
y = rect.top + (rect.height() + Math.abs(fontMetrics.ascent) - fontMetrics.descent) / 2;
canvas.drawText(num + "", x, y, mPaint);
}
}
b.界面布局(重新开始的按钮,记录分数的TextView,自定义Layout)
代码如下:
data = pd.read_csv(
<?xml version="1.0" encoding="utf-8"?>
<android.support.constraint.ConstraintLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context="com.example.franclyn.testhelloworld.MainActivity">
<RelativeLayout
android:layout_width="match_parent"
android:layout_height="match_parent">
<LinearLayout
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:orientation="horizontal"
android:id="@+id/title">
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="restart"
android:id="@+id/restart"/>
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="score : 0"
android:textSize="13pt"
android:background="#ffff00"
android:id="@+id/score"/>
</LinearLayout>
<com.example.franclyn.testhelloworld.GameLayout
android:layout_width="match_parent"
android:layout_height="match_parent"
android:layout_below="@id/title"
android:padding="10dp"
android:background="#ffffff"
android:id="@+id/l_2048">
</com.example.franclyn.testhelloworld.GameLayout>
</RelativeLayout>
</android.support.constraint.ConstraintLayout>
c.布局主要设计的关于逻辑控制的变量
private int len, layout_len, item_len, marg, pad, score = 0;
private Item_2048 block[][]; //可见小方块的矩阵
private int items[][]; //对应小方块的数值
private boolean used[][], mod, once; //mod决定是否产生随机数,used决定是否能够进行合并
d.页面布局的设计(主要是将自定义layout的位置以及其中的小方块的位置确定)
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
if(!once) { //只初始化一次
len = 4;
block = new Item_2048[len][len];
items = new int[len][len];
used = new boolean[len][len];
pad = Math.min(Math.min(getPaddingLeft(), getPaddingTop()), Math.min(getPaddingRight(),
getPaddingBottom())); //计算布局的外边距
layout_len = Math.min(getMeasuredHeight(), getMeasuredWidth());
marg = (layout_len - 2 * pad) / (7 * len - 1); //计算外边距
item_len = (layout_len - 2 * pad - (len - 1) * marg) / len; //计算小方块的长度
init();
once = true;
}
setMeasuredDimension(layout_len, layout_len);
}
public void init() { //进行初始化操作
for(int i = 0; i < len; i++) {
for(int j = 0; j < len; j++) {
items[i][j] = 0;
used[i][j] = false;
block[i][j] = new Item_2048(getContext());
block[i][j].setNum(items[i][j]);
}
}
mod = false;
for(int i = 0; i < len; i++) {
for(int j = 0; j < len; j++) {
block[i][j].setRect(new Rect(i * (marg + item_len), j * (marg + item_len), i * (marg + item_len) + item_len, j * (marg + item_len) + item_len)); //设置block在布局文件中的位置
addView(block[i][j]);
}
}
genRand();
genRand();
setBlockNum();
invalidate();
}
public void genRand() { //产生随机数
Random random = new Random();
int x , r, c,y;
while(true) {
x = random.nextInt(len * len);
r = x / len;
c = x % len;
if(items[r][c] == 0) {
y = random.nextInt() % 2;
if(y == 0) {
items[r][c] = 2;
} else {
items[r][c] = 4;
}
break;
}
}
}
public void setBlockNum() { //将items的值赋给block
for(int i = 0; i < len; i++) {
for(int j = 0; j < len; j++) {
block[i][j].setNum(items[i][j]);
}
}
invalidate();
}
探测用户的手势,并且根据手势进行相应的处理,处理完成进行了判断游戏是否结束的逻辑。
private GestureDetector.OnGestureListener onGestureListener =
new GestureDetector.SimpleOnGestureListener() {
final int dist = 50;
@Override
public boolean onDown(MotionEvent e) {
return true;
}
@Override
public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) {
Log.e("onFling", "onFling: ");
float x = e2.getX() - e1.getX();
float y = e2.getY() - e1.getY();
if(Math.abs(x) > Math.abs(y)) {
if(x > dist) {
//right
right();
} else if( x < -dist){
//left
left();
}
} else {
if(y > dist) {
//down
down();
} else if(y < -dist){
//up
up();
}
}
if(checkOver()) {
AlertDialog.Builder dialog = new AlertDialog.Builder(getContext());
dialog.setTitle("Oops!!! Game is Over!");
dialog.setTitle("Are you going to restart the game!");
dialog.setPositiveButton("Ok", new DialogInterface.OnClickListener() {
@Override
public void onClick(DialogInterface dialog, int which) {
restart();
}
});
dialog.setNegativeButton("Cancel", new DialogInterface.OnClickListener() {
@Override
public void onClick(DialogInterface dialog, int which) {
Log.e("GameOver", "Cancel " );
}
});
dialog.create().show();
}
return true;
}
};
@Override
public boolean onTouchEvent(MotionEvent event) {
// Log.e("onTouchEvent", "onTouchEvent: ");
return detector.onTouchEvent(event);
}
移动逻辑控制
public void handle(int i, int j, int dir_i, int dir_j) {
if(items[i][j] == 0) //如果没有数值,不进行处理,直接返回
return;
int cur_i, cur_j, tmp;
cur_i = i + dir_i;
cur_j = j + dir_j;
tmp = items[i][j];
items[i][j] = 0;
while((dir_i == 0 ? (dir_j > 0 ? cur_j < len - 1: cur_j > 0) :(dir_i > 0 ? cur_i < len - 1: cur_i > 0 )) && items[cur_i][cur_j] == 0) { //找到一个不为空的位置或者到了数组的边界
cur_i += dir_i;
cur_j += dir_j;
}
if(items[cur_i][cur_j] == tmp && (!used[cur_i][cur_j])) { //能够进行合并操作
items[cur_i][cur_j] = tmp * 2;
score += tmp * 2;
Activity act = (Activity)getContext();
TextView text = act.findViewById(R.id.score);
text.setText("score : " + score);
used[cur_i][cur_j] = true;
mod = true;
} else if(items[cur_i][cur_j] == 0){ //如果为空,直接进行移动
items[cur_i][cur_j] = tmp;
mod = true;
} else { //把数值放到此位置的上一个位置,进行判断,如果上一个位置不是原位置,将mod设置为true
items[cur_i - dir_i][cur_j - dir_j] = tmp;
if(cur_i - dir_i != i || cur_j - dir_j != j)
mod = true;
}
}
public void lastHandle() {
if(mod) {
genRand();
setBlockNum();
initUsed();
mod = false;
invalidate();
}
}
public void left() {
int cur, tmp;
for(int i = 1; i < len; i++) {
for(int j = 0; j < len; j++) {
handle(i, j, -1, 0);
}
}
lastHandle();
}
public void right() {
int cur, tmp;
for(int i = len - 2; i >= 0; i--) {
for(int j = 0; j < len; j++) {
handle(i, j, 1, 0);
}
}
lastHandle();
}
public void up() {
int cur, tmp;
for(int i = 1; i < len; i++) {
for(int j = 0; j < len; j++) {
handle(j, i, 0, -1);
}
}
lastHandle();
}
public void down() {
int cur, tmp;
for(int i = len - 2; i >= 0; i--) {
for(int j = 0; j < len; j++) {
handle(j, i, 0, 1);
}
}
lastHandle();
}
public boolean checkOk(int i, int j, int d_i, int d_j) {
int cur_i = i + d_i, cur_j = j + d_j;
if(cur_i > 0 && cur_i < len && cur_j > 0 && cur_j < len) {
if(items[i][j] == items[cur_i][cur_j])
return true;
}
return false;
}
public boolean checkOver() {
for(int i = 0; i < len; i++) {
for(int j = 0; j < len; j++) {
if(items[i][j] == 0) {
return false;
}
if(checkOk(i, j, 0, 1) || checkOk(i, j, 0, -1) || checkOk(i, j, -1, 0) || checkOk(i, j, 1, 0))
return false;
}
}
return true;
}
最后是MainActivity的代码,主要是将各种组件装配起来
package com.example.franclyn.testhelloworld;
import android.app.AlertDialog;
import android.content.DialogInterface;
import android.graphics.Rect;
import android.os.Bundle;
import android.support.v7.app.AppCompatActivity;
import android.util.Log;
import android.view.View;
import android.widget.Button;
import android.widget.TextView;
public class MainActivity extends AppCompatActivity {
Button restart;
TextView score;
GameLayout layout;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
restart = (Button)findViewById(R.id.restart);
score = (TextView)findViewById(R.id.score);
layout = (GameLayout)findViewById(R.id.l_2048);
restart.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
// Log.i("click", "onClick: ");
AlertDialog.Builder dialog = new AlertDialog.Builder(MainActivity.this);
dialog.setTitle("Restart the game");
dialog.setTitle("Are you going to restart the game!");
dialog.setPositiveButton("Ok", new DialogInterface.OnClickListener() {
@Override
public void onClick(DialogInterface dialog, int which) {
layout.restart();
}
});
dialog.setNegativeButton("Cancel", new DialogInterface.OnClickListener() {
@Override
public void onClick(DialogInterface dialog, int which) {
Log.e("Restart button", "Cancel " );
}
});
dialog.create().show();
}
});
}
}
最后游戏实图